Current Plot

The heat of Longdays is fading into the cool winds of Leaffall, and the caravan of Windrunners is once again preparing to make the twice-a-turn journey from Sunspear Canyon to River’s Hand. There they will plant and harvest crops that will sustain their people through the bitter Whitecold. Led by their Chief, Tusk, and guided by the Firekeeper and Elder, Ashra, the Windrunners must travel across the Grass Sea to reach their hidden farmlands. But trouble brews within the Council of Five; can the remaining Elders maintain peace and order in their chief’s absence? What of the wandering lorekeeper, Dusksinger? How will her sudden reappearance affect the future of the tribe?

Post by Admin on Jul 20, 2015 1:58:52 GMT

Nearly 500 turns after Rayek stole the Palace, kidnapping Cutter’s family and the troll princess Trinket, the Sun Village was attacked by Kahvi in an attempt to steal the Little Palace. Her mission was thwarted, but not before Chot was able to return to the Lodge and tell the Go-Backs what had happened. Wanting to claim the Little Palace for his own glory, Chief Zey led his own attack on the Sun Village, resulting in lives lost on both sides, and many more wounded. Those who could not be healed in time were placed in wrapstuff, to wait for a healer who could save them. Several of the wolf-blooded elves of the Sun Village elected to enter the Deep Sleep as well, to wait for the return of the Palace.

Those who did not enter the Deep Sleep set about rebuilding the Sun Village, but to many, including the maiden Vashti, it had become a constant reminder of those they had lost, and they decided to set out and find new lands to call home. Taking with them their jackwolves, a few zwoots, and three Preservers, they traveled South through the Bad Lands, where they found an old abandoned system of troll tunnels underneath the mountain range known as World’s Spine. The zwoots were sent back to the Sun Village, too large for the tunnels, though the jackwolves remained. Following the tunnels to the Southern end of the mountains, they established Stonehold, living in the remains of the troll kingdom that had once flourished there.

They stayed for nearly 800 turns before disaster struck. A tremendous earthquake caused a cave-in while the scouts and hunters were away, ending several lives, and trapping nearly half of the tribe inside. Unable to rescue them without risking another cave-in, those who were free to move sent a Preserver into the cracks between the ruins, who reached the survivors and placed them in wrapstuff. There they would sleep for nearly 1,000 turns, watched alone by Briarbloom, before the rockshaper Sikeen was born to the Windrunners.

The Windrunners had changed in the time they had slept: under the leadership of the new Chief, Longtooth, they moved further to the South-East, settling in the walls of Sunspear Canyon. The land was less hospitable, but they slowly developed a working relationship with the ‘two-horns’ (goats) and ‘no-humps’ (horses) of the land, allowing them to make the twice-a-turn journey along the canyon river to a planting area known as River’s Hand. The jackwolves mated with wolves from the new land, creating a stronger breed.

3,000 turns have now passed since the Windrunners left the Sun Village (4,000 since Rayek stole the Palace), and though the tribe has not forgotten where they came from, an entirely new culture has developed. They are a tribe of dual-natures: the leadership consists of a wolf-blooded Chief and the Council of Five, made up of those with Sun Villager ancestry; Jackwolfriders guard and hunt for the tribe and the Horsemasters keep the herd strong and trained; traditions harken back to their shared heritage.

2200 A.SC.LongdaysThe heat of Longdays is fading into the cool winds of Leaffall, and the caravan of Windrunners is once again preparing to make the twice-a-turn journey from Sunspear Canyon to River’s Hand. There they will plant and harvest crops that will sustain their people through the bitter Whitecold. Led by their Chief, Tusk, and guided by the Firekeeper and Elder, Ashra, the Windrunners must travel across the Grass Sea to reach their hidden farmlands. But trouble brews within the Council of Five; can the remaining Elders maintain peace and order in their chief’s absence? What of the wandering lorekeeper, Dusksinger? How will her sudden reappearance affect the future of the tribe?

Thread Title: Down by the RiverbedLink:windrunners.freeforums.net/thread/83/riverbed-dusksinger-fangsongYear/Season: 2200 A.SC./Late Longdays, early Leaffall (days after Dusksinger’s return; two months before "Moving Day")Location: The Canyon River (Sunspear Canyon)Summary: Dusksinger and Fangsong hunt groundhogs at the bottom of the canyon.

Thread Title: First Lesson: FocusLink:windrunners.freeforums.net/thread/57/first-lesson-focus-ahket-vashtiYear/Season: 2200 A.SC./Late Longdays, early Leaffall (a week before "Moving Day")Location: The Canyon Homes (Ahket’s/Vashti’s room)Summary: Vashti takes Ahket onto the astral plane for the first time, where he learns that music is his personal key to that place.

Thread Title: The Long JourneyLink:windrunners.freeforums.net/thread/106/long-journey-openYear/Season: 2200 A.SC./Late Longdays, early Leaffall (the morning after "Moving Day")Location: The Grazing Lands (The Grass Sea)Summary: The members of the Caravan begin the long journey to River's Hand (the Run takes about three months, round-trip).

Thread Title: Coming HomeLink:windrunners.freeforums.net/thread/111/coming-home-openYear/Season: 2200 A.SC./Late Longdays, early Leaffall (a week or so after "The Long Journey")Location: The Grass Sea (The Tents)Summary: Hazaan returns to the Caravan after many months away.

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